AMERICAN PSYCHOLOGICAL ASSOCIATION

advertisement
AMERICAN PSYCHOLOGICAL ASSOCIATION
Resolution on Violence in Video Games and Interactive Media
WHEREAS decades of social science research reveals the strong influence of televised
violence on the aggressive behavior of children and youth (APA Task Force On
Television and Society; 1992 Surgeon General’s Scientific Advisory Committee on
Television and Social Behavior, 1972); and
WHEREAS psychological research reveals that the electronic media play an important
role in the development of attitude, emotion, social behavior and intellectual functioning of
children and youth (APA Task Force On Television and Society, 1992; Funk, J. B., et al.
2002; Singer, D. G. & Singer, J. L. 2005; Singer, D. G. & Singer, J. L. 2001); and
WHEREAS there appears to be evidence that exposure to violent media increases
feelings of hostility, thoughts about aggression, suspicions about the motives of others,
and demonstrates violence as a method to deal with potential conflict situations
(Anderson, C.A., 2000; Anderson, C.A., Carnagey, N. L., Flanagan, M., Benjamin, A. J.,
Eubanks, J., Valentine, J. C., 2004; Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D.
A., 2004; Huesmann, L. R., Moise, J., Podolski, C. P., & Eron, L. D., 2003; Singer, D. &
Singer, J., 2001); and
WHEREAS perpetrators go unpunished in 73% of all violent scenes, and therefore teach
that violence is an effective means of resolving conflict. Only 16 % of all programs
portrayed negative psychological or financial effects, yet such visual depictions of pain
and suffering can actually inhibit aggressive behavior in viewers (National Television
Violence Study, 1996); and
WHEREAS comprehensive analysis of violent interactive video game research suggests
such exposure a.) increases aggressive behavior, b.) increases aggressive thoughts, c.)
increases angry feelings, d.) decreases helpful behavior, and, e.) increases physiological
arousal (Anderson, C.A., 2002b; Anderson, C.A., Carnagey, N. L., Flanagan, M.,
Benjamin, A. J., Eubanks, J., Valentine, J. C., 2004; Anderson, C.A., & Dill, K. E., 2000;
Bushman, B.J., & Anderson, C.A., 2002; Gentile, D. A., Lynch, P. J., Linder, J. R., &
Walsh, D. A., 2004); and
WHEREAS studies further suggest that sexualized violence in the media has been linked
to increases in violence towards women, rape myth acceptance and anti-women
attitudes. Research on interactive video games suggests that the most popular video
games contain aggressive and violent content; depict women and girls, men and boys,
and minorities in exaggerated stereotypical ways; and reward, glamorize and depict as
humorous sexualized aggression against women, including assault, rape and murder
(Dietz, T. L., 1998; Dill, K. E., & Dill, J. C., 2004; Dill, K. E., Gentile, D. A., Richter, W. A.,
& Dill, J.C., in press; Mulac, A., Jansma, L. L., & Linz, D. G., 2002; Walsh, D., Gentile, D.
A., VanOverbeke, M., & Chasco, E., 2002); and
WHEREAS the characteristics of violence in interactive video games appear to have
similar detrimental effects as viewing television violence; however based upon learning
theory (Bandura, 1977; Berkowitz, 1993), the practice, repetition, and rewards for acts of
violence may be more conducive to increasing aggressive behavior among children and
youth than passively watching violence on TV and in films (Carll, E. K., 1999a). With the
development of more sophisticated interactive media, such as virtual reality, the
implications for violent content are of further concern, due to the intensification of more
realistic experiences, and may also be more conducive to increasing aggressive behavior
than passively watching violence on TV and in films (Calvert, S. L., Jordan, A. B.,
Cocking, R. R. (Ed.) 2002; Carll, E. K., 2003; Turkle, S., 2002); and
WHEREAS studies further suggest that videogames influence the learning processes in
many ways more than in passively observing TV: a.) requiring identification of the
participant with a violent character while playing video games, b.) actively participating
increases learning, c.) rehearsing entire behavioral sequences rather than only a part of
the sequence, facilitates learning, and d.) repetition increases learning (Anderson, C.A.,
2002b; Anderson, C.A., Carnagey, N. L., Flanagan, M., Benjamin, A. J., Eubanks, J.,
Valentine, J. C., 2004; Anderson, C.A. & Dill, K. E., 2000); and
WHEREAS the data dealing with media literacy curricula demonstrate that when children
are taught how to view television critically, there is a reduction of TV viewing in general,
and a clearer understanding of the messages conveyed by the medium. Studies on
media literacy demonstrate when children are taught how to view television critically,
children can feel less frightened and sad after discussions about the medium, can learn to
differentiate between fantasy and reality, and can identify less with aggressive characters
on TV, and better understand commercial messages (Brown, 2001; Hobbs, R. & Frost,
R., 2003; Hortin, J.A., 1982; Komaya, M., 2003; Rosenkoetter, L.J., Rosenkoetter, S.E.,
Ozretich, R.A., & Acock, A.C., 2004; Singer & Singer, 1998; Singer & Singer,1994)
THEREFORE BE IT RESOLVED that APA advocate for the reduction of all violence in
videogames and interactive media marketed to children and youth.
BE IT FURTHER RESOLVED that APA publicize information about research relating to
violence in video games and interactive media on children and youth in the Association’s
publications and communications to the public.
BE IT FURTHER RESOLVED that APA encourage academic, developmental, family, and
media psychologists to teach media literacy that meets high standards of effectiveness to
children, teachers, parents and caregivers to promote ability to critically evaluate
interactive media and make more informed choices.
BE IT FURTHER RESOLVED that APA advocate for funding to support basic and
applied research, including special attention to the role of social learning, sexism,
negative depiction of minorities, and gender on the effects of violence in video games and
interactive media on children, adolescents, and young adults.
BE IT FURTHER RESOLVED that APA engage those responsible for developing violent
video games and interactive media in addressing the issue that playing violent video
games may increase aggressive thoughts and aggressive behaviors in children, youth,
and young adults and that these effects may be greater than the well documented effects
of exposure to violent television and movies.
BE IT FURTHER RESOLVED that APA recommend to the entertainment industry that
the depiction of the consequences of violent behavior be associated with negative social
consequences.
BE IT FURTHER RESOLVED that APA (a) advocate for the development and
dissemination of a content based rating system that accurately reflects the content of
video games and interactive media, and (b) encourage the distribution and use of the
rating system by the industry, the public, parents, caregivers and educational
organizations.
REFERENCES
American Psychological Association. (1993). Violence and Youth: Psychology’s
response: Vol 1: Summary Report of the American Psychological Association
Commission on Violence and Youth. Washington, DC: Author.
American Psychological Association, Advertising Council, & National Association for the
Education of Young Children. (2002). Adults and Children Together [ACT] Against
Violence Campaign.
American Psychological Association Task Force on Television and Society. (1992).
Report on televised violence. Washington, DC: Author.
Anderson, C.A. (2000). Violent video games increase aggression and violence. U.S.
Senate Commerce, Science, and Transportation Committee Hearing on "The Impact
of Interactive Violence on Children." Tuesday, March 21, 2000. Hearing Chaired by
Senator Sam Brownback, Kansas.
Anderson, C.A. (2002a). FAQs on violent video games and other media violence. Small
Screen,
179-180,
September
&
October
issues.
Anderson, C.A., (2002b). Violent video games and aggressive thoughts, feelings, and
behaviors. Chapter in S. L. Calvert, A. B. Jordan, & R. R. Cocking (Eds.). Children in
the digital age, (pp. 101-119). Westport, CT: Praeger Publishers.
Anderson, C.A., & Bushman, B.J. (2002). The effects of media violence on society.
Science, 295, 2377-2378.
Anderson, C.A., Carnagey, N. L., Flanagan, M., Benjamin, A. J., Eubanks, J., Valentine,
J. C. (2004). Violent Video Games: Specific Effects of Violent Content on Aggressive
Thoughts and Behavior. Advances in Experimental Social Psychology, 36, 199-249.
Anderson, C.A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and
behavior in the laboratory and in life. Journal of Personality and Social Psychology,
78, 772-790.
Bandura, A. (1977). Social learning theory. Englewood Cliffs, NJ: Prentice Hall.
Berkowitz, L. (1993). Aggression: Its causes, consequences, and control. New York:
McGraw-Hill.
Boland, M. (2001, December 17). Left in the dust: Oz distrib defies vidgame restriction.
Variety, 385, p. 7.
Booth, L. (2001, November 26). Do you enjoy showering with men and picking on
sissies? Join the military. New Statesman, p. 83.
Braun, C., & Giroux, J. (1989). Arcade video games: Proxemic, cognitive and content
analyses. Journal of Leisure Research, 21, 92-105.
Brown, J.A. ( 2001).Media literacy and critical television viewing in education. In D.G.
Singer & J.L. Singer (Eds.). Handbook of children and the media, (681-697) Thousand
Oaks, CA: Sage Publications, Inc.
Buchman, D.D., & Funk, J.B. (1996). Video and computer games in the '90s: Children's
time commitment & game preference. Children Today, 24(1), 12-15, 31.
Bushman, B.J., & Anderson, C.A. (2001). Media violence and the American public:
Scientific facts versus media misinformation. American Psychologist, 56, 477-489.
Bushman, B.J., & Anderson, C.A. (2002). Violent video games and hostile expectations:
A test of the general aggression model. Personality and Social Psychology Bulletin,
28, 1679-1686.
Bushman, B. J., & Cantor J. (2003). Media ratings for violence and sex: Implications for
policymakers and parents. American Psychologist, 58(2), 130-141.
Bushman, B. J., & Huesmann, L. R. (2001). Effects of televised violence on aggression.
In D. Singer & J. Singer (Eds.). Handbook of children and the media (pp. 223-254).
Thousand Oaks, CA: Sage Publications.
Calvert, S. L., Jordan, A. B., Cocking, R. R. (Eds.) (2002). Children in the digital age:
Influences of electronic media on development. Westport, CT: Praeger
Carll, E. K. (1999a). Effects of exposure to violence in interactive video games on
children. New York State Senate Hearings, Senate Majority Task Force on Youth
Violence and the Entertainment Industry Hearing on “Video Game Violence: Fun and
Games or Deadly Serious?” October 6, 1999 & November 23, 1999. Hearings
chaired by Senator Michael A. L. Balboni.
Carll, E. K. (1999b). Violence in our lives: Impact on workplace, home, and community.
Boston, MA: Allyn & Bacon.
st
Carll, E. K. (2003). New media technologies and social change in the 21 century:
Psychology’s role. Symposium, New media technologies, psychology, and social
change, Carll, E. K., chair. American Psychological Association Annual Convention,
Toronto, Canada.
Dietz, T. L. (1998). An examination of violence and gender role portrayals in video
games: Implications for gender socialization and aggressive behavior. Sex Roles, 38,
425-442.
Dill, K.E., & Dill, J.C. (2004). Video game violence exposure correlated with rape myth
acceptance and attitudes towards women. Unpublished manuscript.
Dill, K. E., Gentile, D. A., Richter, W. A., & Dill, J. C. (in press). Violence, sex, race and
age in popular video games: A content analysis. In E. Cole and J. Henderson Daniel
(Eds.), Featuring females: Feminist analyses of the media. Washington, DC:
American Psychological Association.
Donnerstein, E., & Malamuth, N. (1997). Pornography: Its consequences on the observer.
In Schlesinger, L. B. and Revitch, E. (Eds.) Sexual dynamics of antisocial behavior.
Pp. 30-49.
Emes, C.E., Is Mr. Pac Man eating our children?. Canadian Journal of Psychiatry, May
1997;
42(4):409-14.
Eron, L.D., Huesmann, L.R., Lefkowitz, M.M., & Walder, L.O. (1972). Does T.V. violence
cause aggression? American Psychologist, 27, 153-263.
Eron, L.E., Gentry, J.H., & Shlagel, P., (Eds.). (1994). Reason to hope: A psychological
perspective on violence and youth. Washington: American Psychological
Association.
Fisher, S. (1995). The amusement arcade as a social space for adolescents: An empirical
study. Journal of Adolescence, 18(1), 71-86.
FTC, (2000). Marketing violent entertainment to children: A review of self-regulation and
industry practices in the motion picture, music recording, & electronic game
industries. Report of the Federal Trade Commission. Federal Trade Commission.
Available online: www.ftc.gov/reports/violence/.
Funk, J.B., & Buchman, D.D. (1996). Playing violent video and computer games and
adolescent self-concept. Journal of Communication, 46(2), 19-32.
Eron, L.E., Gentry, J.H., & Shlagel, P., (Eds.). (1994). Reason to hope: A psychological
perspective on violence and youth. Washington: American Psychological
Association.
Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent
video game habits on adolescent aggressive attitudes and behaviors. Journal of
Adolescence, 27, 5-22.
Golde, J. A., Strassberg, D.S., Turner, C. M., & Lowe, K. (2000). Attitudinal effects of
degrading themes and sexual explicitness in video materials, Sexual Abuse, 12, 223231.
Herbert, B. (2002, November 28). The gift of mayhem. The New York Times. p. A35.
Hobbs, R. & Frost, R. (2003). Measuring the acquisition of media-literacy skills. Reading
Research Quarterly, 38,( 3), 330-355.
Hortin, J.A. (1982). Innovative approaches to using media in the classroom. Educational
Technology, 22(5), 18-19.
Huesmann, L. R., Moise, J., Podolski, C. P. (1997). The effects of media violence on the
development of antisocial behavior. In Stoff, D. M., Breiling, J., et al. (Eds.)
Handbook of antisocial behavior, (pp. 181-193). John Wiley & Sons, Inc., New York,
NY.
Huesmann, L. R., Moise, J., Podolski, C. P., & Eron, L. D. (2003). Longitudinal relations
between children's exposure to TV violence and their aggressive and violent
behavior in young adulthood: 1977-1992, Developmental Psychology. 39(2), 201221.
Huntemann, N. (executive producer and director). (2000). Game over: Gender, race and
violence in video games. [video]. (Available from the Media Education Foundation,
26 Center Street, Northampton, MA 01060)
Huston, A., Donnerstein, E., et al. (1992). Big world, small screen. Lincoln: University of
Nebraska Press.
Jhally, S. (executive producer and director). (1994). The killing screens: Media and the
culture of violence. [Video]. (Available from the Media Education Foundation, 26
Center Street, Northampton, MA 01060)
Kirsh, S.J. (1998). Seeing the world through "Mortal Kombat" colored glasses: Violent
video games and hostile attribution bias. Childhood, 5(2), 177-184.
Komaya, M. (2003). Media literacy for Japanese third graders (No.132, ISSN 1346-8618,
pp.45-60). Tokyo: National Institute for Educational Policy Research.
Lanis, K. & Covell, K. (1995). Images of women in advertisements: Effects on attitudes
related to sexual aggression, Sex Roles, 32, 639-649.
Linz, D., & Donnerstein, E. (1989). The effects of counter-information on the acceptance
of rape myths. In Zillman, D., & Bryant, J. (Eds.) Pornography: Research advances
and policy considerations. Hillsdale, NJ: Erlbaum. Pp. 259-288.
Linz, D., Wilson, B. J., & Donnerstein, E. (1992). Sexual violence in the mass media:
Legal solutions, warnings, and mitigation through education. Journal of Social Issues,
48, 145-171.
Knapp, D. (1996, October 16). Adolescent males blamed for violent gaming trend.
Retrieved January 16, 2003 from http://www.cnn.com/TECH/9610/16/video.games/
Marriott, M. (2002, November 7). Game formula is adding sex to the mix. The New York
Times. p. G1.
Mulac, A., Jansma, L. L., & Linz, D. G. (2002). Men's behavior toward women after
viewing sexually-explicit films: Degradation makes a difference. Communication
Monographs, 69, 311-328.
National Television Violence Study (1996). Mediascope: Studio City, CA.
Phillips, C.A., Rolls, S., Rouse, A., & Griffiths, M.D. (1995). Home video game playing in
school children: A study of incidence and patterns of play. Journal of Adolescence,
18(6), 687-691.
Potter, W. J. (1999). On media violence. Thousand Oaks, CA: Sage Publications.
Reid, P., & Finchilescu, G. (1995). The disempowering effects of media violence against
women on college women, Psychology of Women Quarterly, 19, 397-411.
Robinson, T.N., Wilde, M.L., Navracruz, L.C., Haydel, K.F., & Varady, A. (2001). Effects
of reducing children’s television and video game use on aggressive behavior: A
randomized controlled trial. Archives of Pediatric Adolescent Medicine, 155, 17-23.
Rosenkoetter, L.J., Rosenkoetter, S.E., Ozretich, R.A., & Acock, A.C. (2004). Mitigating
the harmful effects of violent television. Journal of Applied Developmental
Psychology, 25, 25-47.
Ryan, J., & Wentworth, W. M. (1999). Media and Society, Boston: Allyn and Bacon.
Singer, D.G. & Singer, J.L. (1994). Creating critical viewers; a partnership between
schools and television professionals. New York: National Academy of Television Arts
and Sciences, Denver, CO: Pacific Mountain Network.
Singer, D.G. & Singer, J.L. (1998). Developing critical viewing skills and media literacy in
children. The Annals of the American Academy of Political and Social Science, 557,
(164-179).
Singer, D.G. & Singer, J.L. (Eds.). (2001). Handbook of children and the media.
Thousand Oaks, CA: Sage Publications
Singer, D.G & Singer, J.L. (2005). Imagination and play in the electronic age. Cambridge,
MA: Harvard University Press.
St. Lawrence, J. S., & Joyner, D. J. (1991). The effects of sexually violent rock music on
males’ acceptance of violence against women, Psychology of Women Quarterly, 15,
49-63.
Strasburger, V. C., & Wilson, B. J. (2002). Children, adolescents, and the media.
Thousand Oaks, CA: Sage.
Surgeon General (2001). Youth violence: A report of the Surgeon General. Rockville, MD:
U.S. Department of Health and Human Services.
Surgeon General's Scientific Advisory Committee on Television and Social Behavior.
(1972). Television and growing up: The impact of televised violence. Washington,
DC: U.S. Government Printing Office.
Thompson, K.M., & Haninger, K. (2001). Violence in E-Rated Video Games. Journal of
the American Medical Association, 286, 591-598.
Turkle, S. (2002). E-Futures and E-Personae. In Leach, N. (Ed.) Designing for a digital
world. London: John Wiley & Sons.
Video game industry gets an “F.” (2002, December 19). Retrieved January 16, 2003 from
http://www.cbsnews.com/stories/2002/12/19/eveningnews/main533790.shtml
Walsh, D., Gentile, D. A., VanOverbeke, M., & Chasco, E. (2002, December). MediaWise
video game report card. Retrieved January 15, 2003, from
http://www.mediafamily.org/research/report_vgrc_2002-2.shtml
Download